My landscape in not loading in distance and the billboards textures shows dithered textures

Hi, when i package my game for android and ios my landscape is not rendering in distances and billboard textures shows dithered textures, none of these issues can be seen inside engine preview, android preview or ios preview.

Hello there @Samm_1310!

Checking your screenshots, there are a more than a few things going on in your scene. Let’s break them up one by one:

  • The static-like rectangles
  • The missing pieces of landscape
  • The SkyAtmosphere warning
  • The Texture Streaming is overflowing

From those, the one that could be causing everything here, is the fact that your texture streaming pool is over 2.925 MiB budget. This can result in distant elements failing to load, among other problems. So, the first step I would try here, is increasing the budget. To do so, open your DefaultEngine.ini file and add r.Streaming.PoolSize=256, then test again. If the warning still shows up, increment the pool to 512. Also, you can reduce the size of your landscape textures to fit in a low budget.

The fix above should resolve the dithered billboards, but if that’s not enough, you can play around with LOD0’s screen size or distance value, in order to keep the most detailed LOD visible for more time. Or, you could bypass the transition entirely by adding r.LODFadeTime=0 to the DefaultEngine.ini file.

As for the SkyAtmosphere warning, that should not directly cause the issues you are seeing, but I can affect how the scene’s rendering performs. It’s worth trying to complete what the warning’s asking for, add a Sky Sphere mesh to the level, and assign a material with the “Is Sky” tag enabled in it’s material.

Finally, on why this isn’t happening on viewport, that’s simply due the editor having access to your system’s VRAM, it’s not simulating mobile texture/rendering. And the only way to see these issues, is to test in a real device, so you are following the right approach here.

Hope this helps, and good luck!